#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } float circleSDF(vec2 st) { return length(st)*2.; } float rectSDF(vec2 st, vec2 s) { st = st; return max(abs(st.x/s.x),abs(st.y/s.y)); } float stroke(in float x_coor, float s, float width){ float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5); return clamp(d, 0.,1.); } float polySDF(vec2 st, float angles) { // st = st*2.-1.; float a = atan(st.x,st.y)+PI; float r = length(st); float v = (2.*PI)/angles; return cos(floor(.5+a/v)*v-a)*r; } void main() { vec2 st = gl_FragCoord.xy/u_resolution; st *= u_resolution.x/u_resolution.y; st = (st - .5)*2.; vec3 color = vec3(0.0,0.0,0.0); vec2 m = u_mouse.xy/u_resolution.xy; m *= u_resolution.x/u_resolution.y; m = abs(m); float alpha = 1.0; float fq = 3.; float pos =radians(180.*u_time); float circle = circleSDF(st); float r = rectSDF(st, vec2(1.)); float a = atan(st.y,st.x); float f = (cos(a*fq+pos)/2.+.5)*.1; float s = polySDF(st, 6.); //a = abs(cos(a+u_time))*.1; //a = mix(a, .1, sin(u_time)); color += stroke(circle,.5,f); //color += c; gl_FragColor = vec4(color, alpha); }